My game, Firefly - Still Flyin', has a small but active crowd, and we're glad to have newbies join in.
Posts made by Otrere
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RE: Searching For A Game
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RE: Ares Asynch Scenes
As an Ares game-runner, I can say: I'm aware that feature exists and I consciously chose to remove the breaks based on my personal preference.
If a player on my game spoke up about that, or any other preference on things, I'd pay attention. I might look for others agreeing, even run a quick poll, and if there was support for a change, I'd be very open to that. You might want to bring this up on your game, to get a sense of why the decision was made, and whether others would also like to see it changed.
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Firefly - Still Flyin' ... now on ARES!
We have just moved our Firefly game to AresMush, and we're open for new players!
Come play in the Firefly/Serenity 'Verse. Our game has a strong storytelling focus, and is very light on coded systems. Play is currently based in Eavesdown on Persephone, with the option to play on ship crews as well. Hope to see you there!
Learn more at https://firefly-stillflyin.aresmush.com/
I'm Osiris on there, and run the game with Londinium.
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RE: Web portals and scenes and grids oh my!
@Seraphim73 said in Web portals and scenes and grids oh my!:
In my own experience, there’s one more type of scene:
- “Live Burst” - 1-3 hours of live play, a pause usually around 12-20 hours, and then another 1-3 hours of live play to finish it up.
Yeah, you've found the valid combo for "live, over multiple days" that I didn't come up with. Thanks!
Without a web portal and a scene that stays open for the gap, that's where the players say to each other, "let's pause and pick this up tomorrow."
With a scene system, ideally someone updates the note for the scene (if it's public) to say, "we've paused and will pick this up at <time and date>."
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RE: Web portals and scenes and grids oh my!
@faraday said in Web portals and scenes and grids oh my!:
There are two "axes" of pacing...
- How fast you can expect poses to come in. For some people, anything more than 10min between poses is "too slow", whereas others might still consider 1-pose-an-hour to be "live".
- How long you can expect the scene to run. Many folks can handle a same-day slow-work-RP scene but would balk at a multi-day one because it mucks with their inner sense of continuity.
I really don't want to have TWO different settings for each scene - that's too complicated.
Thinking out loud here... I totally get the complexities of trying to solve this properly (where it's largely a culture problem, and code can't fix culture).
That said, I really like @L-B-Heuschkel's suggestion of a "live" and "asynchronous" distinction. What if that was automatically displayed based on the average pose speed, with the admins choosing the tipping point as a configuration setting? (Admins could also choose to shut this off and not use it on their game.)
I hear you that average speed is tricky too... but a well-paced scene that suddenly dips to slower for a bit is either really turning into an asynchronous scene, or it's a bogus lull (everyone went to get dinner) and will self-correct when people come back.
Then, I do see value in some way of sharing whether a scene is expected to stretch for more than a day or not. Could there be a checkbox that players tick when creating a scene, to say it's expected to last more than a day? And then, if the scene does last more than a day, that box gets automatically checked for you?
This doesn't replace the Notes field, that people should use to say words about what they have in mind for the scene. It creates a quick metric to see at a glance, how a scene is running.**
Even with your two axes, we'll really only end up with three types of scenes:
- "live" - shorter average pose speed, less than a day.
- "asynch, one-day" - longer average pose speed, probably people at work or busy with RL. Maybe the pace improves when they all get home, maybe not.
- "asynch, multi-day" - yeah, we're gonna take our time with this to play it all out.
You really aren't going to see a live scene go more than 10 or 12 hours. (The game I run now, non-Ares, no portal, has live scenes that occasionally go that long... we have an active Euro/daytime crowd, and and active US/evening crowd... maybe if we also had an APAC crowd we could keep a scene rolling around the clock, but 12 hours seems to be the upper limit right now.)
** Another idea just struck me... what if instead of this being configured for the whole game, each player was able to set "how many minutes do I consider fair, before a scene is asynch instead of live?" Bob can say 15. Sue can say 120. They're shown different flags on the scenes, accordingly.
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RE: Psychology and Sociology in Game Design and Maintenance
@Pyrephox - thank you for posting this! I've thought a lot about this sort of thing as I work on my game design and community, but without the formal training or structure to the thoughts that you've brought to the table.
One point in particular that jumps out at me:
IC titles/powers/abilities are often viewed as rewards, not necessarily as tools - you will have people compete viciously for them who have no intent of using them; the GAINING of the reward is the point.
This is SO true. Seen it time and again. So, question for the whole group... how, as a game designer, does one set those sorts of things up to be tools, encouraging their use by the people who have them? Has anyone seen a game that does this well?
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RE: Why no Star Trek games?
@Jennkryst said in Why no Star Trek games?:
Obvious answer is because I will jump in on any ads demanding they add spaceflight and scare off staff.
I remember you trying this when I brought up Firefly, and we're Still Flyin' (without coded space flight at the moment).
There are definitely challenges that come up with any space/crew-based game.
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RE: General Game Recruitment Thread
Okay to join in on this, as a game-runner? I'd love to have more folks on Firefly - Still Flyin'.
Not only am I an admin, I'm playing regularly. We've got a small but good group there already (and it's growing).
The Eavesdown Clinic is an active org. We have a few criminal types, a few Alliance types, and assorted others. People who play in the US afternoons/Euro evenings, and in the US evenings.
There's been some talk of getting a ship crew together. It hasn't quite coalesced yet, but there's interest.
The game's about story, not about running code. Come check us out if this sounds appealing!
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RE: Firefly - Still Flyin' ... now in Beta
Firefly - Still Flyin' is open again, and welcomes new guests and characters!
As many of you saw, we had some recent trouble. @browncoat (Londinium) and I (Osiris) really appreciate the show of support that came about from that unpleasant situation. As was said over on that thread - I'm really glad to see games start to work together to block harassment, for the good of the hobby. We want our game (like any, I'm sure) to be fun and welcoming, and we will do what is necessary to keep it that way. So... troublemakers not welcome. Everyone else, please come check us out!
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RE: A bit of trouble on Firefly
@Watcher said in A bit of trouble on Firefly:
**Long distance to YodaGuest: M----- has no alt. "But nice try."
YodaGuest pages: Your login is within a second of your staff bit. So to you Otere. Nice try.I am Osiris (co-owner of Firefly). So of course I know that I'm not the same person as @watcher, who paged all of this to me, and I willingly fill in the other name that our troll used for me.
Part of our troll's MO is definitely trying to point out how smart and threatening he is, by knowing who everyone is. So, he "knew" Watcher was a cheaty-alt of Osiris... and that as Osiris I'm also Otrere here (though the dude couldn't even spell it right once). He kept referring to me as Otere, or hun, throughout our conversations that day. He also namedrops on other people and their elsemu/else-social/RL identities.
**YodaGuest pages: they can't do shit, and brought this on their own game.
...
That's about when the +mail spamming started, and staff took their own steps to deal with this clown. He hasn't been seen since, and I can't say I'm sorry.We are now blocking connections from VPNs on Firefly - Still Flyin'. Guest bits are no longer able to send +mail. So yeah, we "can't do shit." We'll have guest access open again later today.
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RE: A bit of trouble on Firefly
@jphuygh
Once banned, he uses VPNs to keep coming back.Anyone have ideas on how to protect a game from someone THAT determined to "play" where they're not wanted?
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RE: A bit of trouble on Firefly
@bear_necessities
Thanks - good luck to you too!And everyone - I had a feeling you'd understand.
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A bit of trouble on Firefly
So - we have a troublesome player who has shown up on our new game today, insisting that we let him join. He made veiled threats about posting here on MUSoapbox, to warn you all about what we are doing - which felt like trying to blackmail us into agreeing to his side, so that he wouldn't tarnish our reputation here.
What we are really doing is drawing a line against bullying and manipulation, both of which we feel he used against us today as we tried to talk through things... and protecting our playerbase against even worse scenarios, which are something we've seen him involved in, in the past.
Yes, it would be lovely to offer him a fresh slate and a second chance on our game, since that's the point of the entire game. We deliberated and talked to him about this, but don't feel that it can work out.
Now that we have decided not to allow him on our game, I fully expect that he'll post here. I'm glad to discuss matters. I'm not willing to compromise the safety of the players on my game. That is all.
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RE: Atlantis client help - how do I get the left sidebar back?
@Roz - Thank you!
I messed something up with the App files and need to get it scrubbed and reinstalled properly... will have to come back to this tomorrow. Appreciate the assistance!
ETA: And it worked! Thank you again!
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Atlantis client help - how do I get the left sidebar back?
So... ages ago, I know my Atlantis client had a sidebar on the left. It's gone. I probably clicked to collapse it, and it collapsed... and now I can't figure out how to get it back.
I was just comparing notes with a friend about how we use this client... and that sidebar... and I said "I don't have that bar, I can't figure out how to get it back." She collapsed the bar... and now it's gone for her, too. (So I know it's a thing that exists in the client, and can be easily collapsed... and then impossible to find.)
Help?! Does anyone know how to get that sidebar back? Because what sort of program has a bar that you can collapse and never get back?
(I've already tried uninstalling and reinstalling... it remembered my preferences, including that bar not existing.)
I say again, help?!
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RE: Still Flyin' Mu* Crew
Yup.
Ad post here: https://musoapbox.net/topic/3100/firefly-still-flyin-now-in-beta/
Wiki: http://firefly-mush.wikidot.com/
Game: firefly.silvertree.org 2517
We'd be glad to have more folks join!
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RE: Storytime! Embarrassment Edition
@surreality I'm going to be late for work after reading that, but it was worth it.
Since you didn't continue with further craziness over a many-hours flight and navigating Cairo, is it safe to assume that you were set down in Bangkok?
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RE: Wildly Out of Context
"I am concerned about the definition of 'farm' if it includes a bear."